| 1 | R""( |
| 2 |
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| 3 | #version 460 core |
| 4 |
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| 5 | layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in; |
| 6 |
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| 7 |
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| 8 | layout(rgba32f, binding = 0) uniform image2D texture0; |
| 9 | uniform ivec2 screensize; |
| 10 | uniform dvec2 offset; |
| 11 | uniform double zoom; |
| 12 | uniform float z; |
| 13 | uniform float discard_threshold; |
| 14 | uniform int current_iteration; |
| 15 | uniform int it_steps; |
| 16 | uniform bool enable_interlacing; |
| 17 | uniform int interlace_layer; |
| 18 |
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| 19 |
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| 20 | const int ADAM7_MATRIX[8][8] = { |
| 21 | {1, 6, 4, 6, 2, 6, 4, 6}, |
| 22 | {7, 7, 7, 7, 7, 7, 7, 7}, |
| 23 | {5, 6, 5, 6, 5, 6, 5, 6}, |
| 24 | {7, 7, 7, 7, 7, 7, 7, 7}, |
| 25 | {3, 6, 4, 6, 3, 6, 4, 6}, |
| 26 | {7, 7, 7, 7, 7, 7, 7, 7}, |
| 27 | {5, 6, 5, 6, 5, 6, 5, 6}, |
| 28 | {7, 7, 7, 7, 7, 7, 7, 7}, |
| 29 | }; |
| 30 |
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| 31 |
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| 32 | dvec2 screenSpaceToGraphSpace(dvec2 coord) |
| 33 | { |
| 34 | dvec2 dscreensize = dvec2(screensize); |
| 35 | double aspectratio = dscreensize.x/dscreensize.y; |
| 36 | return (((coord - dscreensize/2) / dscreensize * zoom) - (offset / dscreensize))*dvec2(aspectratio, 1.0); |
| 37 | } |
| 38 |
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| 39 | void main() |
| 40 | { |
| 41 | ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy); |
| 42 |
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| 43 | vec4 currentValue; |
| 44 |
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| 45 | dvec2 c = screenSpaceToGraphSpace(vec2(texelCoord)); |
| 46 | c.y = -c.y; |
| 47 | if (current_iteration == 0 && interlace_layer == 1) |
| 48 | { |
| 49 | currentValue = vec4(0.5, c.x, c.y, 1.0); |
| 50 | } |
| 51 | else |
| 52 | { |
| 53 | currentValue = imageLoad(texture0, texelCoord); |
| 54 | } |
| 55 |
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| 56 |
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| 57 | bool do_compute = true; |
| 58 | if (enable_interlacing) |
| 59 | { |
| 60 | do_compute = ADAM7_MATRIX[gl_LocalInvocationID.y % 8][gl_LocalInvocationID.x % 8] == interlace_layer; |
| 61 | } |
| 62 | if (do_compute) |
| 63 | { |
| 64 | if (abs(currentValue.x) < 0.6) |
| 65 | { |
| 66 | double x = c.x;//abs(c.x); |
| 67 | double y = c.y;//abs(c.y); |
| 68 | double x2 = x*x; |
| 69 | double y2 = y*y; |
| 70 |
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| 71 | for (int i = 1; i < it_steps; i++) |
| 72 | { |
| 73 | y = 2.*x*y + c.y; |
| 74 | //y = 2.*abs(x*y+z) + c.y - 2.*abs(z); |
| 75 | x = x2 - y2 + c.x; |
| 76 | x2 = x*x; |
| 77 | y2 = y*y; |
| 78 | if ((x2 + y2) > discard_threshold) |
| 79 | { |
| 80 | currentValue.x = current_iteration + i; |
| 81 | break; |
| 82 | } |
| 83 | } |
| 84 | currentValue.yz = vec2(float(x), float(y)); |
| 85 | } |
| 86 | } |
| 87 |
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| 88 | imageStore(texture0, texelCoord, currentValue); |
| 89 | // memoryBarrier(); |
| 90 | } |
| 91 |
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| 92 |
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| 93 | )"" |
| 94 |
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